lilith2013 wrote:this dagger sucks. I want more firepower
daggers do suck, but magic-users are not known for their hand to hand combat prowess
Zayghel's HP:
3/5
Hobgoblin's HP:
1/6
our initiative:
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
hobgoblin's initiative:
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
Posted: Sat Jun 05, 2021 4:07 am
by petapan
now, again the rules are a bit unclear on what happens when a monster has already failed its morale check, but for the sake of making things interesting, i will roll it again
Original Roll String: 2d6
2 6-Sided Dice: (1, 1) = 2
Posted: Sat Jun 05, 2021 4:08 am
by petapan
this time it passes the check, which means we are in trouble as it attacks us again
Original Roll String: 1d20
1 20-Sided Dice: (16) = 16
Posted: Sat Jun 05, 2021 4:08 am
by petapan
an it misses badly, leaving us with a wide open counter
Original Roll String: 1d20+1
1 20-Sided Dice: (5)+1 = 6
Posted: Sat Jun 05, 2021 4:17 am
by petapan
we hit!
Original Roll String: 1d4+1
1 4-Sided Dice: (4)+1 = 5
we have defeated the goblin!
for our troubles in defeating it, we have gained
15 XP
and take its treasure of
1 GP
we can now pass forward through the portcullis, although, if people want, we can try to regain some of our lost hp by resting first
Posted: Sat Jun 05, 2021 6:14 am
by Menalque
fuck yeah!
probably should rest first? I feel like the fact that the hobgoblin was able to theoretically one-shot us at our current hp means that it would be... precarious, to say the least, if we continue this way
If you want to regain lost hit points and do not have any magic means to do so, you may stop at an entry and rest. When you decide to rest, follow these steps:
1.
Subtract 1 day's rations from your character sheet. If you have no rations, subtract 2 hit points because of hunger.
2.
Roll 1d6. If you roll a 1, a wandering monster surprises you as you sleep. (The monster finds you even if you are invisible.) Refer to entry
R14
(Wandering Monster Encounters) for details on how to run the encounter.
3.
If you do not encounter a wandering monster while you are resting, add 1 hit point to your hit point score on the character sheet.
4.
You may study your spell book and regain any spells you lost so far during the adventure. Return to your current entry.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
Posted: Sat Jun 05, 2021 8:31 am
by petapan
we do not, so we recover a hit point and can be on our way
Hit Points:
4/5
Spoiler: Equipment
dagger +1
robes
backpack
four oil flasks
lantern
tinder box
full wineskin
full waterskin
two large sacks
magic journal
potion of levitation
potion of
gaseous form
iron rations (10 days)
Lion Castle Maps
Posted: Sat Jun 05, 2021 8:35 am
by OkaPoka
we r so squishy
Posted: Sat Jun 05, 2021 8:40 am
by petapan
L20.
The portcullis falls as you pass under it. Make a saving throw vs. wands. If your saving throw succeeds, you take no damage. If your saving throw fails, you take 1d4 points of damage.
You may jump forward as the portcullis falls (entry
L4
), or you may jump backward (entry
L21
).
Saving throw: (our save vs wands is a 14)
Original Roll String: 1d20
1 20-Sided Dice: (16) = 16
Posted: Sat Jun 05, 2021 8:41 am
by petapan
we failed our save and get hit by the portcullis. ouch!
Original Roll String: 1d4 (STATIC)
1 4-Sided Dice: (1) = 1
Hit Points:
3/5
Posted: Sat Jun 05, 2021 8:43 am
by Charles510
Ouch! Rest again?
Posted: Sat Jun 05, 2021 8:45 am
by petapan
i'm gonna make the executive call that you have to decide whether to jump forward or backward first
You are on Castle Level I. This dark hallway is 5 feet wide and 78 feet long. A closed portcullis blocks the east end. Double doors stand at the hallway's west end. You cannot open the portcullis or the doors.
Stables line the north and south walls of the room. Straw fills all of the stables.
Two sets of spiral staircases lead from this room. The door to the southwest staircase stands 5 feet from the double doors. The door to the northwest staircase stands behind the stables along the north wall.
Beyond the stables to the east, two doors line the north wall, and three doors line the south wall. A carved sign has been hung on each door. The signs on the north doors are in Common and read, from west to east, "Stairs," and "Food Storage." The signs on the south doors are also in Common and read, from west to east, "Blacksmith," "Kitchen Entrance," and "Kitchen Exit,"